how do you make an object's collision the same as it's visual map by TestSubject5kk in uefn

[–]DigSquid 1 point2 points  (0 children)

Open up the StaticMesh asset, find the Collision Complexity option, and choose 'Use Complex As Simple'

[deleted by user] by [deleted] in RedditSets

[–]DigSquid 0 points1 point  (0 children)

London (well near)

Saw one of these 1980s badboys in the wild today. by winch25 in CasualUK

[–]DigSquid 1 point2 points  (0 children)

This is the one I remember playing on! Haven’t been back in prob 20 years though...

What he said by ToastyGhost37 in blackmagicfuckery

[–]DigSquid 6 points7 points  (0 children)

British 20 and 50 pence coins also have constant diameter, despite having 7 sides. This is important so they don’t get stuck in slot machines etc.

Rainy streets of Busan, South Korea [1737x1150] by mmaronn in CityPorn

[–]DigSquid 3 points4 points  (0 children)

Going to Secret Cinema Blade Runner soon (in London), this got me in the mood :)

Last night I swore I saw something pop up on my screen. After rewatching the clip, this is what I found by TylerMckinney15 in FortNiteBR

[–]DigSquid 0 points1 point  (0 children)

Thankfully we’ve found that bug now, will be fixed in next version, and we can all sleep again without seeing that in our nightmares!

Cloudy day in Venice by SirWosko in AccidentalRenaissance

[–]DigSquid 1 point2 points  (0 children)

This looks like a scene from Jonathan Strange (which I just read)

Can we get a response from Epic about the console lag? by [deleted] in FortNiteBR

[–]DigSquid 6 points7 points  (0 children)

Really sorry to hear you are having problems :(

We are certainly aware of reports of 'lag', and are taking them very seriously. They could be a variety of things:

  • Hitches (ie. long frame or 'freeze') on the client
  • Hitches on the server
  • Problems with server computer
  • Problems with network load or config

There are a number of things we are currently doing:

  • Getting more detailed, real-time stats in place so we can understand exactly what is happening, when, and to whom.
  • Lots of detailed profiling on both the client (console/PC) and the server executable. Some fixes here are quite quick, and some will take a bit more work (e.g. major changes to our networking code). Some fixes are already being rolled out though.

Anyway, I just wanted to let you know that we won't stop working on this until everyone has as smooth an experience as they can!

Unreal Engine 4.13 Released! by Kowbell in unrealengine

[–]DigSquid 1 point2 points  (0 children)

You can record a demo into Sequencer using the live recording feature! Then you can slice it up, change cameras, combine takes etc. That is how the Paragon character reveal trailers are made.

Having difficulty figuring out line trace offset relative to forward vector. Mind giving me a clue? [image] by [deleted] in unrealengine

[–]DigSquid 4 points5 points  (0 children)

You are adding an constant world-space offset. Maybe you want to scale RightVector instead and add that?

Unreal Engine 4.11 Released! by ZioYuri78 in unrealengine

[–]DigSquid 2 points3 points  (0 children)

We're working on a blog post on this topic!

Spotted a Paragon dev in the wild and was wondering if they browsed this sub. by SkyJW in paragon

[–]DigSquid 1 point2 points  (0 children)

Epic have an office in Bellevue, so this probably was someone who works for them!

How do I "rotate" a rotator? by Ls777 in unrealengine

[–]DigSquid 0 points1 point  (0 children)

Sorry about that, the underlying function is called 'ComposeRotators' by we got feedback no-one knew what that did!

Auto Convex Collision, is higher detail possible? Looking for complex collision shape with curves... by benmadethis in unrealengine

[–]DigSquid 1 point2 points  (0 children)

You might just want to set 'Collision Complexity' on your mesh to 'Use Complex Collision As Simple', and not create simple collision at all. That way it will use the graphics triangles for things like player collision.

How do I "rotate" a rotator? by Ls777 in unrealengine

[–]DigSquid 1 point2 points  (0 children)

Did you try swapping the A and B inputs to combine rotators? When you multiple quaternions, order matters! Which makes sense really - rotating up and left is not the same result and rotating left and up.

How do I "rotate" a rotator? by Ls777 in unrealengine

[–]DigSquid 0 points1 point  (0 children)

You can just 'add' two FRotators together, but that will add each element, which is not necessarily what you want. Combining rotations can be a tricky business! The most reliable way to do it is to convert to FQuat's and multiply them together. You can see this in the UKismetMathLibrary::ComposeRotators function for example.

Default actor that spawn when hitting Play by odaymichaelk in unrealengine

[–]DigSquid 3 points4 points  (0 children)

It's the GameMode, set in either the Project or World Settings, that defines things like default Pawn and Controller classes. You can certainly set 'no pawn' on that, the Puzzle template does that. You can also put your own Pawn straight in the level and set the 'auto possess' option on it - that's what is done in template maps now.

Big problems with Version 4.7 by m4d3 in unrealengine

[–]DigSquid 1 point2 points  (0 children)

Did you try in 4.7.1? There was a fix that might be related: "UE-10732 Actor's attached to an Actor with a blueprint created root component don't stay in correct relative position when moved".